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1 grievous injury Lose a arm/leg/eye

You are disfigured to the extent that the


wound can’t be easily concealed. You
have disadvantage on Charisma
2 disfiguration (Persuasion) checks and advantage on
Charisma (Intimidation) checks. Magical
healing of 6th level or higher, such as
heal and regenerate, removes the scar.

You can not use the arm. Healed by


3 broken arm
healer

Your movement is reduced to 5 feet. DC


4 broken leg
10 after dash. Healed by healer

Your character gets a mental affliction


5 mental affliction (such as fear of darkness) . Healed by
lesser restoration.

Your intelligence and wisdom is reduced


6 concussion by 2 for the duration of 3 days. Can be
cured by lesser restoration.

You can not use the arm. Magical healing,


7 dislocated shoulder a long rest or DC 15 medicine check
removes the effect.

You have disadvantage on death saving


8 blood loss throws for the duration of 3 days. Can be
cured by lesser restoration.

Your hit point maximum is reduced by 1


9-10 festering wound
every 24 hours the wound persists. If your
hit point maximum drops to 0, you die.
The wound heals if you receive magical
healing. Alternatively, someone can tend
to the wound and make a DC 15 Wisdom
(Medicine) check once every 24 hours.
After ten successes, the wound heals.

You have a penalty of -4 for skill checks


11 black eye and attack rolls. Magical healing or a long
rest removes the effect.

You have disadvantage on ranged


attacks, perception checks that use sight
12-13 festering wound and -4 to your passive perception. The
effect goes away when magically healed
or by a long rest.

Your speed on foot is halfed. You must


make a DC 10 Dexterity saving throw
14-16 sprained ankle after using the Dash action. If you fail the
save, you fall prone. Magical healing or a
long rest removes the effect.

17-20 minor injury no penalty

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